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View Poll Results: Should the current Confuse spell be removed?
Yes, remove it 87 50.00%
No, keep it. 87 50.00%
Voters: 174. You may not vote on this poll

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Old 10-05-2010, 01:06 AM   #171
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Quote:
Originally Posted by Miraculix View Post
Yeah because the effect of knock is exactly the same as confuse.

Herp derp.
To a conjurer it is, although I would rephrase it.

Knights and mages can dispel Beetle Swarm, (nothing on DI, although its barely used anymore with lack of points) they could change duration to 35 seconds.
Nuff said f**ker.

And since the effect is only so bad for conjurers, lets make Beetle Swarm only effective on hunters to balance it. Then we can just have hunter-conju mashy battles.
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Old 10-05-2010, 01:27 AM   #172
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Quote:
Originally Posted by Need_More_Invasions View Post
To a conjurer it is, although I would rephrase it.
lol.

and ten characters.
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Old 10-05-2010, 09:57 AM   #173
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Quote:
Originally Posted by Miraculix View Post
Yeah because the effect of knock is exactly the same as confuse.

Herp derp.
The defending argument is the same.
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Old 07-10-2011, 07:23 AM   #174
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Techniques to avoid confuse from the perspective of a conj (athough laughable)

1) DI - 100% protection for 20-100 sec if someone is nice enough to protect you
2) Sanctuary - 100% protection for 10-20 sec
3) Staying clear of front line
4) Rock/tree hug to reduce chance of being targeted, or to hide after confused
5) Don't login
6) Warjurer up and provide pathetic support capability. (good luck when mana runs out)

lvl 5 confuse should simply be reduced to around 15 seconds, problem solved. As you can see other than sanctuary, which severely limits your capability also, the only counters are really positional. Not many conj's in wz, and fewer who share their DI with you. If i am partied with any conj regardless of level, they get my DI every time over any other class.
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Old 07-10-2011, 09:42 AM   #175
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15 seconds is still too much. All CCs should be nerfed, and confuse on a healer is just what beetle swarm is to any other class. (Except warlocks as they can dispel themselves) 15 seconds beetle swarm? Not overpowered? Pffft.
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Old 07-11-2011, 03:30 AM   #176
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Keep it!

Reason here: http://www.regnumonline.com.ar/forum...&postcount=143
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Old 07-11-2011, 08:33 AM   #177
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This Confuse discussion is coming back over and over since Regnum exists...

From my experience, i see mostly an issue with confuse duration, as with almost all CCs spells around.

For a conjurer with almost no damaging spells skilled, yes it means he will be totally disabled for 35 seconds, IF confuse(5) not resisted, and no one around to dispel him.

Two days ago, we were a 5 syrtis group, with only one conjurer (Gondu), and no knight, no warlock, Gondu managed to survive 3 fights were we were outnumbered, and got MANY confuse(5) (2 ignis guys were using it).
I see often GOOD conjus doing well even with confusers around.

I think confuse is really unfair in PvP situation, especially when one is surprised and unable to buff versus a fully buffed enemy.

Still confuse IS NEEDED:
- a group is exponentially powerful with its number of conjurers
- preventing a knight to buff is somehow a way to speed up his slow death

Confuse effect is too long in most situations, but if its duration is lowered, it will cost
even more power points, which means nerfing hunters even more (marksmen have to be
nerfed anyways, and don't use confuse that much).

My proposition:
- split confuse in 2 spells
- one with "cannot cast spells on allies", hunter only, range 20
- one with "cannot cast spells on self", common to hunters and marksmen, range 20
- reduce duration to a 10,11,12,13,14 seconds
- reduce cooldown to 30 seconds
- mana cost: 200 + 50 per level (250,300,350,400,450)
- short gcd

AND:
- add a rule, every 500 damage points = dispell chance of 25% for each negative effect

Exemple:

- a guy is knocked and under a speed debuff
- a first attack of 520 dmg, -> knock has 25% chance to be dispelled, speed debuff has 25% chance to be dispelled
- knock is dispelled
- a second attack of 1200 dmg, speed debuff has 25% chance to be dispelled, roll out twice (1200 / 500 =~ 2)
- so more one takes damages, more he has chance to be self-dispelled
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Old 07-11-2011, 08:56 AM   #178
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Quote:
Originally Posted by Zas_ View Post
AND:
- add a rule, every 500 damage points = dispell chance of 25% for each negative effect

Exemple:

- a guy is knocked and under a speed debuff
- a first attack of 520 dmg, -> knock has 25% chance to be dispelled, speed debuff has 25% chance to be dispelled
- knock is dispelled
- a second attack of 1200 dmg, speed debuff has 25% chance to be dispelled, roll out twice (1200 / 500 =~ 2)
- so more one takes damages, more he has chance to be self-dispelled
Very interesting...

Would be better already if confuse duration tune down to 15 sec.
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Old 07-11-2011, 12:47 PM   #179
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Quote:
Originally Posted by Zas_ View Post
Still confuse IS NEEDED:
- a group is exponentially powerful with its number of conjurers
Not really. Conjurers are just as good as any other class. Just the first conjurer really makes a difference. I even think most other classes are stronger: Even a hunter can deal more damage than a conjurer is able to heal. Confuse is NOT needed.

Quote:
Originally Posted by Zas_ View Post
- preventing a knight to buff is somehow a way to speed up his slow death
A knight completely focusing on defense dies slowly, and that's how it's supposed to be. Do you really think a spell disabling the WHOLE PURPOSE (defense) of a class (knights) isn't overpowered?

Confuse is NOT needed. Never. It sometimes looks like it(hunters), but that's just because of other flaws in Regnum.(overpowered stealth and hence a class, hunters, that's nerfed to a nub)
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Old 07-11-2011, 01:15 PM   #180
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Keep it, but prevent it that its succesfull when an player is knocked down
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